/**
 * 
 */
package com.dalonedrow.module.hq.rpg;

import com.dalonedrow.rpg.base.flyweights.IONPCData;

/**
 * @author Donald
 */
public final class HQNPCData extends IONPCData<HQInteractiveObject> {
	/** the NPC's base Attack score. */
	private float	baseAttack;
	/** the NPC's base Body score. */
	private float	baseBody;
	/** the NPC's base Defend score. */
	private float	baseDefend;
	/** the character's base MaxBody score. */
	private float	baseMaxBody;
	/** the character's base MaxMind score. */
	private float	baseMaxMind;
	/** the NPC's base Mind score. */
	private float	baseMind;
	/** the NPC's base Movement score. */
	private float	baseMovement;
	/** the full value of the NPC's Attack score. */
	private float	fullAttack;
	/** the full value of the NPC's Body score. */
	private float	fullBody;
	/** the full value of the NPC's Defend score. */
	private float	fullDefend;
	/** the full value of the character's MaxBody score. */
	private float	fullMaxBody;
	/** the full value of the character's MaxMind score. */
	private float	fullMaxMind;
	/** the full value of the NPC's Mind score. */
	private float	fullMind;
	/** the full value of the NPC's Movement score. */
	private float	fullMovement;
	/** the value of the modifier applied to the NPC's base Attack score. */
	private float	modAttack;
	/** the value of the modifier applied to the NPC's base Body score. */
	private float	modBody;
	/** the value of the modifier applied to the NPC's base Defend score. */
	private float	modDefend;
	/** the value of the modifier applied to the character's base MaxBody score. */
	private float	modMaxBody;
	/** the value of the modifier applied to the character's base MaxMind score. */
	private float	modMaxMind;
	/** the value of the modifier applied to the NPC's base Mind score. */
	private float	modMind;
	/**
	 * the value of the modifier applied to the NPC's base Movement score.
	 */
	private float	modMovement;
	/** the character's sprite reference id. */
	private int		spriteRef;
	/**
	 * Adjusts the score modifier for the Attack ability by a certain amount.
	 * @param val the modifier applied
	 */
	public void adjModAttack(final float val) {
		modAttack += val;
	}
	/**
	 * Adjusts the score modifier for the Body ability by a certain amount.
	 * @param val the modifier applied
	 */
	public void adjModBody(final float val) {
		modBody += val;
	}
	/**
	 * Adjusts the score modifier for the Defend ability by a certain amount.
	 * @param val the modifier applied
	 */
	public void adjModDefend(final float val) {
		modDefend += val;
	}
	/**
	 * Adjusts the score modifier for the MaxBody ability by a certain amount.
	 * @param val the modifier applied
	 */
	public void adjModMaxBody(final float val) {
		modMaxBody += val;
	}
	/**
	 * Adjusts the score modifier for the MaxMind ability by a certain amount.
	 * @param val the modifier applied
	 */
	public void adjModMaxMind(final float val) {
		modMaxMind += val;
	}
	/**
	 * Adjusts the score modifier for the Mind ability by a certain amount.
	 * @param val the modifier applied
	 */
	public void adjModMind(final float val) {
		modMind += val;
	}
	/**
	 * Adjusts the score modifier for the Movement ability by a certain amount.
	 * @param val the modifier applied
	 */
	public void adjModMovement(final float val) {
		modMovement += val;
	}
	/**
	 * Gets the NPC's base Attack score.
	 * @return <code>float</code>
	 */
	public float getBaseAttack() {
		return baseAttack;
	}
	/**
	 * Gets the NPC's base Body score.
	 * @return <code>float</code>
	 */
	public float getBaseBody() {
		return baseBody;
	}
	/**
	 * Gets the NPC's base Defend score.
	 * @return <code>float</code>
	 */
	public float getBaseDefend() {
		return baseDefend;
	}
	/**
	 * Gets the character's base MaxBody score.
	 * @return <code>float</code>
	 */
	public float getBaseMaxBody() {
		return baseMaxBody;
	}
	/**
	 * Gets the character's base MaxMind score.
	 * @return <code>float</code>
	 */
	public float getBaseMaxMind() {
		return baseMaxMind;
	}
	/**
	 * Gets the NPC's base Mind score.
	 * @return <code>float</code>
	 */
	public float getBaseMind() {
		return baseMind;
	}
	/**
	 * Gets the NPC's base Movement score.
	 * @return <code>float</code>
	 */
	public float getBaseMovement() {
		return baseMovement;
	}
	/**
	 * Gets the full value of the NPC's Attack score.
	 * @return <code>float</code>
	 */
	public float getFullAttack() {
		return fullAttack;
	}
	/**
	 * Gets the full value of the NPC's Body score.
	 * @return <code>float</code>
	 */
	public float getFullBody() {
		return fullBody;
	}
	/**
	 * Gets the full value of the NPC's Defend score.
	 * @return <code>float</code>
	 */
	public float getFullDefend() {
		return fullDefend;
	}
	/**
	 * Gets the full value of the character's MaxBody score.
	 * @return <code>float</code>
	 */
	public float getFullMaxBody() {
		return fullMaxBody;
	}
	/**
	 * Gets the full value of the character's MaxMind score.
	 * @return <code>float</code>
	 */
	public float getFullMaxMind() {
		return fullMaxMind;
	}
	/**
	 * Gets the full value of the NPC's Mind score.
	 * @return <code>float</code>
	 */
	public float getFullMind() {
		return fullMind;
	}
	/**
	 * Gets the full value of the NPC's Movement score.
	 * @return <code>float</code>
	 */
	public float getFullMovement() {
		return fullMovement;
	}
	/**
	 * Gets the value of the modifier applied to the NPC's base Attack score.
	 * @return <code>float</code>
	 */
	public float getModAttack() {
		return modAttack;
	}
	/**
	 * Gets the value of the modifier applied to the NPC's base Body score.
	 * @return <code>float</code>
	 */
	public float getModBody() {
		return modBody;
	}
	/**
	 * Gets the value of the modifier applied to the NPC's base Defend score.
	 * @return <code>float</code>
	 */
	public float getModDefend() {
		return modDefend;
	}
	/**
	 * Gets the value of the modifier applied to the character's base MaxBody
	 * score.
	 * @return <code>float</code>
	 */
	public float getModMaxBody() {
		return modMaxBody;
	}
	/**
	 * Gets the value of the modifier applied to the character's base MaxMind
	 * score.
	 * @return <code>float</code>
	 */
	public float getModMaxMind() {
		return modMaxMind;
	}
	/**
	 * Gets the value of the modifier applied to the NPC's base Mind score.
	 * @return <code>float</code>
	 */
	public float getModMind() {
		return modMind;
	}
	/**
	 * Gets the value of the modifier applied to the NPC's base Movement score.
	 * @return <code>float</code>
	 */
	public float getModMovement() {
		return modMovement;
	}
	/**
	 * Gets the character's sprite reference id.
	 * @return <code>int</code>
	 */
	public int getSpriteRef() {
		return spriteRef;
	}
	/**
	 * Sets the NPC's base Attack score.
	 * @param val the new value
	 */
	public void setBaseAttack(final float val) {
		baseAttack = val;
	}
	/**
	 * Sets the NPC's base Body score.
	 * @param val the new value
	 */
	public void setBaseBody(final float val) {
		baseBody = val;
	}
	/**
	 * Sets the NPC's base Defend score.
	 * @param val the new value
	 */
	public void setBaseDefend(final float val) {
		baseDefend = val;
	}
	/**
	 * Sets the character's base MaxBody score.
	 * @param val the new value
	 */
	public void setBaseMaxBody(final float val) {
		baseMaxBody = val;
	}
	/**
	 * Sets the character's base MaxMind score.
	 * @param val the new value
	 */
	public void setBaseMaxMind(final float val) {
		baseMaxMind = val;
	}
	/**
	 * Sets the NPC's base Mind score.
	 * @param val the new value
	 */
	public void setBaseMind(final float val) {
		baseMind = val;
	}
	/**
	 * Sets the NPC's base Movement score.
	 * @param val the new value
	 */
	public void setBaseMovement(final float val) {
		baseMovement = val;
	}
	/**
	 * Sets the full value of the NPC's Attack score.
	 * @param val the new value
	 */
	public void setFullAttack(final float val) {
		fullAttack = val;
	}
	/**
	 * Sets the full value of the NPC's Body score.
	 * @param val the new value
	 */
	public void setFullBody(final float val) {
		fullBody = val;
	}
	/**
	 * Sets the full value of the NPC's Defend score.
	 * @param val the new value
	 */
	public void setFullDefend(final float val) {
		fullDefend = val;
	}
	/**
	 * Sets the full value of the character's MaxBody score.
	 * @param val the new value
	 */
	public void setFullMaxBody(final float val) {
		fullMaxBody = val;
	}
	/**
	 * Sets the full value of the character's MaxMind score.
	 * @param val the new value
	 */
	public void setFullMaxMind(final float val) {
		fullMaxMind = val;
	}
	/**
	 * Sets the full value of the NPC's Mind score.
	 * @param val the new value
	 */
	public void setFullMind(final float val) {
		fullMind = val;
	}
	/**
	 * Sets the full value of the NPC's Movement score.
	 * @param val the new value
	 */
	public void setFullMovement(final float val) {
		fullMovement = val;
	}
	/**
	 * Sets the value of the modifier applied to NPC's base Attack score.
	 * @param val the new value
	 */
	public void setModAttack(final float val) {
		modAttack = val;
	}
	/**
	 * Sets the value of the modifier applied to NPC's base Body score.
	 * @param val the new value
	 */
	public void setModBody(final float val) {
		modBody = val;
	}
	/**
	 * Sets the value of the modifier applied to NPC's base Defend score.
	 * @param val the new value
	 */
	public void setModDefend(final float val) {
		modDefend = val;
	}
	/**
	 * Sets the value of the modifier applied to character's base MaxBody score.
	 * @param val the new value
	 */
	public void setModMaxBody(final float val) {
		modMaxBody = val;
	}
	/**
	 * Sets the value of the modifier applied to character's base MaxMind score.
	 * @param val the new value
	 */
	public void setModMaxMind(final float val) {
		modMaxMind = val;
	}
	/**
	 * Sets the value of the modifier applied to NPC's base Mind score.
	 * @param val the new value
	 */
	public void setModMind(final float val) {
		modMind = val;
	}
	/**
	 * Sets the value of the modifier applied to NPC's base Movement score.
	 * @param val the new value
	 */
	public void setModMovement(final float val) {
		modMovement = val;
	}
	/**
	 * Sets the character's sprite reference id.
	 * @param val the reference id to set
	 */
	public void setSpriteRef(final int val) {
		spriteRef = val;
	}
}
